I feel like it needs more songs and I need to cut out a few of the shittier ones. Its best described as chill-out electronic music. I should be listening to faster paced music when I play Starcraft but I am content with my 90 APM average. I only really ramp up the multitasking in major battles because Terran is OP.

I'll be streaming 1v1 ladder at some point tomorrow I'll post a little bit before I start. I feel like playing Starcraft is a lot easier with people watching you, judging your every action, which is extremely ironic. Might be because its a less lonely atmosphere. As with regular 1v1 laddering the entire social aspect usually comes down to your opponent BMing the fuck out of you regardless of whether you win or lose. Maybe even get some post-game rage message spam.

I think that you guys are putting too much focus on what you have to micro and not how fast you have to micro them and how much attention you have to pay to them. As far as I can tell blink stalker micro + storm + whatever requires a lot of focus on the individual units whereas stutterstep+stim + splitting + EMP + viking focus + medivac movement requires you to look at the entire battle and cycle through hotkeys and box occasionally. You can't blink/burrow micro by just boxing it, you have to actively identify which units are being targeted and force them back.

That said, I'm not really taking a side in this as I'm not experienced enough in micro itself, I'm just making an observation.

Then again that's not really a problem with Protoss due to 30 zealot warpins

Well, that's actually a point too. Terran are the only race who can keep their screen constantly in an engagement. Zerg and Protoss have to move their screen to pylon/hatch every 30~ seconds to keep unit reinforcements coming. This is ignoring building production, which is fairly even when you consider zerg have to be at their bases every 30 seconds regardless of the situation.

But you're right of you are referring to injects or such. Those come naturally after a while though.

Most of Starcraft comes naturally after a while though. That doesn't exactly discount that you have to have a face full of base every 30 seconds regardless of the situation to keep constant swarm capability.

I sort off noticed that each race does different macro errors in general.

Terran decent expansion and worker count, come mistake tends to forget to make infrastructure.
Toss very good gate infra, but usually really meh at expanding
Zerg tends to either under or overdrone, got expanding

I still think that the toss Terran difference is due to the nice easy unit building hub they and visual indicator.
They have an easier time knowing what they ought to have. Also less SimCity. But those problems per race are almost universal in my experience.

If your base is a mess of depos/pylons along with the rest of buildings and becomes such a labyrinth that a minotaur dwells within it and your units have to run a marathon just to get through it, it will affect your perfomance.

Ideally, your base should be well layed out, without blocking ways and easing the units path. Furthermore, you can design a layout which can even be used against your enemy when defending. Terran can do this with depos (omgnerf) for example.

Yeah, you're right, But the problem isn't that Protoss is under powered, it's the lack of options that we have to deal with everything the Zerg can do.

Got some examples? I went through it in my head.. I dont really see any issues.. maybe a decent sized Zerg ground army with Muta support or something.. And if the Zergs massing BroodLords / Corruptor / infestor you've probably done something horribly wrong.. idk

I just won a game as T by confusing the shit out of a Bronze league player. I only build 1 CC and 1 SCV, and he didn't even scout. I gathered 400 minerals for a CC after making the first SCV, build a CC off at my fourth, once I set it down I put my SCVs at main to look like I haven't moved them and I just queued then forgot about the game, loaded up the SCV that I made and floated it to a corner. He killed my main and workers then left after 3 minutes because he didn't know what just happened

If your base is a mess of depos/pylons along with the rest of buildings and becomes such a labyrinth that a minotaur dwells within it and your units have to run a marathon just to get through it, it will affect your perfomance.

Ideally, your base should be well layed out, without blocking ways and easing the units path. Furthermore, you can design a layout which can even be used against your enemy when defending. Terran can do this with depos (omgnerf) for example.

Edited:

Basically, to not have a clusterfuck of a base

Sure but base design is less of an issue for a toss than it is for a terran. Even a zerg needs to know how to position his buildings.

A toss runs into very little risk of locking himself in or having to deal with delayed reinforcing. Gateways cluster very well and are smaller than a terran production building(talking with a tlab here). Obviously they do have a pylon weakness but that's a different thing.

As to those macro errors, not saying that one race is stronger or weaker, just that players of different races tend to make different mistakes.

The counter to late game warp ins is not attacking and sitting back behind 3 PFs in the middle of the map. While you make 7 BCs at a time with all that gas you never spent.

That or getting a ton of ghosts and getting lucky with him not having any detection.

That's why I don't like late game TvP, it becomes so horribly one sided on both ends. Terrans need to start turtling in the late game and get a massive army of BCs because Protoss has shit for anti air and they always focus on ground army upgrades, so your 3/3 BCs will be fighting 0/0/0 Voids

Got some examples? I went through it in my head.. I dont really see any issues.. maybe a decent sized Zerg ground army with Muta support or something.. And if the Zergs massing BroodLords / Corruptor / infestor you've probably done something horribly wrong.. idk

Apparently changes are coming to the matchmaking system to relax the MMR boundaries a bit.

While it’s awesome that most games are very close, this also means that both players need to constantly be at the top of their games, because the slightest mistake usually means defeat. While we think this is a fun way to play, we’re not sure if it’s fun for every match to be this way.